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Showing posts with label necromunda. Show all posts
Showing posts with label necromunda. Show all posts

Monday, 11 December 2017

Newcromunda Underhive: a rulebook review of sorts

I was fortunate enough to get my hands on just the rulebook from the new Underhive box for a reasonable price and this weekend I finally got some time to have a read through. Here are some thoughts for anyone interested in them.

First, a bit of context. Necromunda was just announced when I bought my first White Dwarf. I'd been playing fantasy battle 3rd/4th mashup with some friends and Heroquest before that but the Necromunda fluff was one of the first (and about the only sci-fi) GW backgrounds to engage my interest. Of course, I couldn't afford it then. I absorbed it through White Dwarf and pretended I was playing Necromunda when I had the occasional game of Trinity Battleground, it wasn't until much later I got my hands on a second-hand copy. Then I discovered Confrontation and although I have never played it there was more expansive background to absorb and a wealth of complexity that was absent in the 40k skirmish game that actually got released. It was this that set me on the course of creating my own dystopian future skirmish game with a view to having much more roleplay elements and flexibility than the move-and-shoot that was Necromunda, but definitely influenced by the feel, multi-level action, character and gang development of that world. It was therefore deeply ironic that GW should announce a re-release of Necromunda just as my own game was ready to go to print... To be expected of course, GW have always seemed to be looking inside my head but that's something for another time.

So Newcromunda has emerged to mixed reception. Since I have absolutely zero interest in the new plastic models, card tiles and custom dice I will only write about the bit I have in my hands, the rulebook. It's about the same size as the original, has a nice matt cover and coloured pages with pretty textures. I note that it was printed in China, but I suppose that's only to be expected. The artwork throughout is a mix of modern 40Kish digital colour and some black and white images which are reminiscent of the Mark Gibbons artwork from the first release but have been given the steroid treatment to bring them in line with the modern miniatures.

The book opens with about 30 pages of background to the Necromunda world. It's well-developed as you'd expect from a game with 27 years behind it and is a blend of Confrontation and later Necromunda with lots of hints that will make Confrontation fans excited (Brat gangs on jetbikes and Genestealer cult activity- although no Caryatids sadly). I don't think there's anything substantial which is new, but there is a lot more depth than the original rulebook/sourcebook, particularly with regard to the interplay between the Clan Houses. Given the plan for the release of the Gang War supplements this background-rich presentation seems like something we can expect more of, which is a good thing as far as I am concerned.

Having mentioned Gang War it's worth touching on the release schedule for this. Now I understand the need for a company to keep people buying its products. I understand not releasing everything at once. But one of the joys of Necromunda was that you had everything in one book (well, two in first edition but at least in the same box, without Outlanders of course). The Necromunda: Underhive box gives you Goliath and Escher gangs with limited gang creation options and no development or campaign stuff. For that you have to get Gang War (which is actually not too expensive compared to previous GW releases) and even then you only get campaign stuff for Goliath and Escher. Now I haven't bought Gang War, I've only flicked through it, so I'm not best placed to give an analysis of it. However, it seems that the campaign/development is now individually tailored to each gang. This is great for depth and character of the houses but less good in two respects- Firstly it means that a campaign starting now will probably only feature two houses. Yes, the 'legacy rules' are on the Necromunda website, but anyone using them will probably feel they're at a disadvantage until their 'proper' release in Gang War. It could be a year before there are any campaigns worth joining. Secondly, and more importantly to my mind, it makes it much harder to create your own gang types. If you didn't want to stick rigidly to the background of Necromunda in first edition you could break out very easily by picking appropriate skills tables for the kind of gang you wanted. That's not so easy if you have gang-specific advancement. As I say, I don't have Gang War, so that's just my impressions from a flick through, I could be wrong.

Probably time we looked at the actual rules in Underhive. There's been a lot of debate over whether the changes are good or bad or even whether the game is still Necromunda. Well, here's my two-penny worth. This is a game which is still largely about moving around, sometimes grabbing stuff but largely shooting and engaging opponents in close combat. It's still a fight-focused gang game with facing and equipment important. There are no rules for '3d' terrain in the rulebook, which seems silly to me as it's not exactly a lot to put in (I think it's 5 pages in Gang War?) and platforms, gantries, ladders etc. add so much to the game. Maybe a beginner would find it easier to play without levels, but players managed back in 1995! A starter scenario (there is one anyhow) with no levels would have been a better way to go than ignoring them completely. What else has changed? Activation is now one model at a time, with the chance to activate multiple models that are close to leaders and champions (the new specialist rank which has replaced heavies). This is a much-needed change to modernise the ruleset, but I suspect that many campaigns had already adopted something similar, it's not a radical new idea. Close combat is now a WS check rather than a roll on a table and the streamlined rolling to wound from the latest 40K is there as you would expect. You still roll to see what happens to a downed fighter. Some comment has been made about the single and double action system which dictates how much you can do in a turn. In essence this is how it always has been, you can move and shoot, run (two moves) etc. but now by classifying something as a single or double action you have more flexibility to incorporate other actions (opening doors etc.). This is pretty much what every Necromunda campaign I've been involved in has done anyway, it's just written down slightly differently. The inclusion of Willpower, Cool and Intelligence stats from Rogue Trader and earlier editions of WFB offers another possibility for doing more interesting things than just running around and shooting stuff. This is a game it would be possible to include quite a nice degree of RPG into, but one which is still very much a wargame. The scenarios at the back of the book are pretty much what you'd expect from a 'stock' list of game types.

In conclusion- is it Necromunda? Yes I think so, with a dash of Confrontation thrown in for good measure. Have the changes been positive? Without playing, yes it looks that way. It takes in essence the same system and makes a few tweaks to bring it in line with more modern skirmish games like Inifinity and Malifaux. Nothing that a group couldn't have house-ruled in but pretty reasonable adjustments. Will it inspire me to go and join a local campaign? No. Having been playing a system with a good weight of RPG, lots of strategy and mechanics that don't rely on a ton of dice rolls I don't feel drawn to play this game. It suffers from the over-reliance on dice that most GW games have and that really bores me. When I knew no better it was mildly amusing to have gameplay dictated by little dotted cubes but having played several games with more innovative mechanics I now find this system pretty tired. The background still grabs me and I will still enjoy modelling projects based on it but I'm going to stick with other rulesets.
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Friday, 8 December 2017

Campaigning in the wastes

The Factious Waste live campaign is now, um, live! With seven gangs currently battling one another over the spoils of 1984 region.

Now I have to remember to post the battle reports (like this one.) and prompt other gang leaders to send me their biogs and batreps.







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Monday, 16 October 2017

Putting the Waste in the bin?

Well, the second weekend of the Factious Waste campaign has gone past and by now it's pretty evident this has not been the success hoped for. After a really positive start the campaign has been coasting from 50-75% complete for a week.

It's pretty disappointing result given that every spare moment of my time (and pound in my account) has been spent on this project over the last 12 months, especially given all the positive responses the game has had from playtesters and those we've talked to at shows and shown the models to. Nevertheless it is not entirely unexpected given the imminent releases of Necromunda and Fallout (which were nowhere in sight when the campaign was planned back in June), not to mention the several post-apocalyptic skirmish games which have appeared since we first started on this four years ago. With a couple of them either on Kickstarter at the moment or taking to the platform in the next month competition was always going to be tight.

All these games look to be pretty conventional and I do believe there is still room in the market for a narrative-based skirmish which doesn't dispense with tactical elements and has a flexibility and depth which goes against the current trend in miniatures games. Whilst simplicity and speed of play are worthy ambitions in a tabletop game I feel too many systems achieve this by cutting out all the details that help absorb a player in the world. My aim is to balance the kind of modularity and 'complexity' of Laserburn and Confrontation with straightforward mechanics that don't bog the game down in endless referencing.

A lot of thought was given last week as to what to do should the campaign fail. Even if a last-minute push nudges the Kickstarter over the £2000 goal this would only allow the bare bones of what the game could be. The rulebook would have less artwork and no modelling sections (which are something I at least look forward to in a hobby game), the models would have been built for flexibility in equipment but would have to be supplied with limited options, the packaging would be a lot less glossy... I feel this would be a disservice to our backers and to the creative individuals who have put so much work in. We have therefore come up with a 'plan B' which we hope may actually turn out to be beneficial for the future of the game. Before we take any action, however, we would like to put forwards the plan for the comments and feedback of those who have been on the journey with us so far.

The first step would be to cancel the campaign. A cancelled campaign looks better than a failed campaign and in any case the trend of the last 7 days suggests it is unlikely to complete to any degree that would result in a product of satisfactory quality being released.

By mid-November I can have a PDF rulebook available. If you're anything like me then a physical release is a non-negotiable, but as a first step a digital copy would at least allow the game to be played. We would then work towards a print release in the next 6-12 months, possibly through a smaller-scale Kickstarter campaign. Personally I am really excited about the prospect of having Carl Critchlow involved, something we wouldn't be able to do with a 'bare bones' product from a barely-funded campaign.

Miniatures release is something that would have to be done as and when funds became available, beginning by prioritising a 'choice pick' of the sculpts created for the Kickstarter. In any case we are keen to promote Factious Waste as a game system that encourages the use of any models the players like and there is no shortage of post-apocalyptic miniatures around. I appreciate that not everyone likes an old-school, Rogue Trader-y style of miniature.

I have been working on revamping the old Factious Waste playtest community blog into a website for a live 'War 1984' campaign which will go online with the digital rulebook release. This will allow groups of players to link their games into the created world in such a way that their posses and adventures become a part of the growing and developing game background. This process (envisaged as a 3-6 month storyline) will further test and explore the possibilities of the campaign system and help iron out any creases so that the eventual print release is as perfect as possible. I'd love to have as many people as possible playing and contributing so if you'd like to take a look early, join the page and start thinking up your posses you can find it at http://www.factiouswaste.blogspot.com

If you have any comment, suggestions or ideas for how you'd like to see Factious Waste develop as we move ahead I would be very interested to hear them.
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Monday, 9 October 2017

A comprehensive campaign system for post-apocalyptic gang war



The most-asked question we've had so far about Factious Waste is "Can you tell us a bit about the campaign system?". Yes I can, here goes...





During each game a posse will earn Experience Points by taking out enemy models, coercing their opponents, rescuing captives, obtaining information, making use of their awarenesses and fulfilling any other objective given by the scenario. On average a gang will come away with between 20 and 30 XP per game, providing they haven't spent it hiding under rocks! After the game the posse has the chance to spend these XP (and any they have banked from previous games) in a number of ways.

Between games posses can choose to visit one of five outworld locations- GenCities, CycCentres, NeoPrimitive Stockades, Artisan Collectives and The Wasteland. Each location offers a number of activities for members of two or more factions. For example a GenCorps character at a GenCity can Report In to exchange XP for cash, Requisition supplies from the GenStores, Reprehend a member of another posse, Recruit a new gang member, Resource provisions for the posse or recharge their Ohmic Tactical suit. At some locations members of a faction will be Out Of Place, their presence is so detested there that they cannot perform any activities. Each member of the posse that is not Out Of Place can perform a single activity. If a posse owns any Territory they can pick activities from that location even if they choose to visit another, getting the best of both worlds.




Equipment can be bought at locations, with each offering a different range of items and offering to buy and sell at different prices. There are also places that will purchase scrap and exchange money between the three different currencies used, allowing a shrewd gang to buy and sell its way into prosperity over a number of games. Initially posses will earn most of their money by trading in XP and scrap for currency, but one they start taking on contracts there's the potential to earn big bucks, leaving XP available for buying Skills and Traits. Of course, there's also the possibility of raiding an opponent's posse to steal their equipment and stash...

If any models were taken Out Of Action during the previous game they may sustain an Injury. At best this will result in them missing the next game, at worse they could die and be permanently out of the campaign. Sustaining more Damage in a single attack increases the chances of a more serious injury whilst having an active model nearby at the end of the game and/or a Medic in the posse decreases the severity. Models which are prone at the end of the game run the risk of being captured by their enemies, who can then demand whatever they like as a ransom. Or they could just take the model's equipment and dispose of them. If there's a bounty on the model's head so much the better!

You will need to make sure you acquire enough provisions to feed your posse or they will start to suffer the effects of malnutrition.



Models can also acquire Skills and Traits, purchased with XP. Skills are applied to a player's own model and increase their options and effectiveness in certain areas. Traits are applied to an opponent's model and confer a negative effect. Most Skills have an immediate effect but a couple, such as Driver and Wasteland Warrior, are gateway Skills which open up other Specialist Skills tables.

Factious Waste is on Kickstarter now: https://www.kickstarter.com/projects/951486445/factious-waste-post-apocalyptic-miniatures-skirmis/
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Wednesday, 27 September 2017

Factious Waste Kickstarter previews


Back in 2012 the story of Factious Waste began. It's been a long haul, with groups from across the world playtesting and feeding back on their experiences, but the final push to get this near-future dystopian miniature RPG to release is upon us! My to-do list has got pretty short now, with sculpting all but finished and final pe-launch costings done. So let's have a look at how the Kickstarter is shaping up.

Factious Waste c. 2013

It would be fair to say that I am a bit... apprehensive? Nervous? about the campaign. Necromunda is on the horizon and the Ramshackle Games Mini Gangs project has launched late- sci-fi skirmish fans have plenty to choose from and this will be the largest project we've done to date with a boxed set, big sourcebook (calling it a rulebook seems unfair, only a fraction is actually rules) and 50 sculpts plus templates, dice etc.

That being said, Factious Waste has attracted a lot of interest from games shows we've taken it to. Miniature Wargames and Wargames Illustrated both offered to cover it, the Golden D6 is plugging it and the engagement on social media seems high.


Factious Waste on display at Colours and the latest edition of the Golden D6 featuring Oakbound articles

In terms of content I have largely finished the layouts for the rulebook and testing of the campaign system is well advanced. My initial plan to have the whole thing read as a graphic novel has gone by the wayside (sadly) due to art costs, but I'm delighted that we have some amazing artists on board who have captured the comic vibe perfectly. Simon Lee Tranter and Mike Tenebrae may be less familiar to you than our own Tony Yates (check out their websites- they do stunning artwork!) but I'm sure you'll all be aware of the work of Dark Future, 2000AD and Thrud artist Carl Critchlow who is lined up to produce the cover. Working with these guys over the last year has been an amazing experience and the world has grown in richness and sprouted out in fun and exciting new directions as a result of their concepts.

 Simon Lee Tranter, Mike Tenebrae and Tony Yates doing what they do best...


Inside the 200-page rulebook there's a load of background on outworld and the 7 main factions which inhabit it, the SystemMech rules with setting-specific Action Tables, a simple 3-step posse creation system, skills tables, traits, comprehensive equipment lists and rules for using and customising vehicles, location activities for some commonly-frequented settlements, a guide to narrative gaming and 25 objective-based scenarios. Definitely the work of 5 years' development!

 
Equipment lists- yes you can take a flamethrower and a chainsaw!

The miniatures are divided into 5 sets, one for the boxed game and 4 'faction packs'. The boxed game "War for 1984" contains 10 models and lists for using them as 2 pre-generated posses. They are all tributes to classic action movies of the 80s as a clear indicator of where the game draws its inspiration. There is no prize for listing them all! The faction packs are "Enforcers" (GenCorps and Doughnutters), "Reprocessors" (ReFrat and Trash Runenrs), "Wastelanders" (NeoPrimitives and Artisans) and "Workers" (Luddites and other boiler-suited types suitable for use as civilians). So even if you don't end up playing Factious Waste you should be able to find a use for one or more of these packs in your games, be it Arbites, pulp gangsters, wasteland tribespeople or civilians for a dystopian future.

 

 
A Frat Brat putting the Gangsta' into Gangster, Trash Runner and Artisan characters.

Over the course of the campaign I'm going to be stepping out into the world of videos, with streaming Q&A sessions and how-to-play videos (the first of which is below, comments and suggestions welcome!



Then there are the all-important add-ons. We've had great support from several companies who have offered casting services, bespoke items and discounts on their own product lines for kickstarter backers. I'm particularly grateful to Fogou Models (who also do wonderful Dark Age stuff) for making exclusive trash piles and barricades for the kickstarter and to Scotia Grendel who have put up some resin scenery as stretch goals and add-ons. There'll also be custom dice, counter sets and once again the opportunity to have yourself sculpted into the range so you can lead your posse in person!



Fogou Models specials, only available in the Kickstarter.

Cost will, of course, be an important factor. I have done very detailed spreadsheets to keep prices as low as possible. Despite my efforts to keep the boxed game under £50 it has ended up at £55, but balancing budget and content I think you'll be happy to spend the extra £5 for the bonus bits that will be going in! Faction packs are coming in at £25 each (£2.50 a model plus extras). There will be a limited opportunity to pick up the whole lot for £125 (saving £30) and offers for traders and clubs (contact geoff@propworkshop.co.uk if interested).

 
Add-ons and Stretch Goals


The kickstarter goes live on the 7th October and we'll be having a launch event at Blast-Tastic Bristol. It runs for two weeks, ending on the 21st. Please spread the word and let's make amazing things happen!



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Monday, 3 August 2015

Never Mind the Kipple! BOYL asks "Do Rogue Traders Dream of Electric Goats?"


In our second Bring Out Your Lead battle report we go back in time to Saturday morning and forwards in time to 2019 for some neo-noir underhive Rogue Trading. Better be careful or we'll end up lost somewhere in time! The very excellent J.B. Assless not only came across from France but masterminded this follow up to last year's Highlander game in the ruins of Ferrograd.




 
This was a game of hidden agendas and hidden identity as rival factions tried to out-guess their opponents, find the simulants and fulfil their top secret objectives. But for me? Well I was playing Cyberpunks who were neither covert nor subtle. Our aim? Cause havoc and screw the system as much as possible.
 

The punks all lined up together, with Mercer, Iran, Toad, Rogue and their pet Cybergoat Braken next to James' fantastic biker gang. Up away on the stairwell were some guys in suits who were obviously far to square to be up to any good. Our first target was clear. Meanwhile the bikers had spotted the fuzz over the other side of the table and were keen to have a crack at the police.


Judging by the looks of the guys to our left they could have been just as punk as we, so we left them be for the meantime. Just as well, for they were soon embroiled in a hand-to-hand combat they would not survive.

 James' bikers swooped away towards the distant fence, dodging the hookers and the municipal workers digging up the street.


Off camera, Toad and Mercer advanced towards the Men in Black, only to fall to their superior shooting skills. Incensed, the Cybergoat charged the nearest suit and bit him on the arse. Professional and unphased, the Man in Black blew its head off.


With half the gang down, Rogue and Iran dove for cover behind the buildings,


until the cavalry arrived in the form of the bikers, who parked their vehicles in a defensive barricade and dug in for a shoot out with the suits.


A bullet dinged one of the bikes, leaving its owner incensed, but the Men (and Woman) in Black had the hard cover of the stair handrail to hide behind and weren't budging.


Momentarily free from threat, Iran decided to have a chat to the street worker hovering around the lamp post. She soon discovered the hooker was no flesh and blood mortal but a synthetic life form... with all these suits and cops around this had to be a crackdown on artificial life, what else could a decent punk do but help the android to safety? Despite nearly being mowed down by two of the bikers (accidentally, or with sinister intent?) they made it to the table edge and the electric hooker got away to safety. Iran returned to where Rogue was waiting and they decided to focus their attention on the cops.


Across the board they found a fierce firefight raging. A lot of the cops were already down, but reinforcements kept arriving and for the moment their backs were turned. Time to throw their own lot into the ring, or not. Punks, it seems, can't shoot for toffee.


This time it was Rogue's turn to do some liberating as she decided to capture the stray Cybergoat (perhaps as a replacement for their own now-defunct pet) and head for safety. As the gunfire died away behind them the two remaining punks made it off the board with an electric goat and a cyber street worker. I'm sure they managed to sell them to Chico for a tasty profit and retired to the bar to celebrate a good day's work and toast their fallen comrades.
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Tuesday, 27 January 2015

The continuing saga of the Duct's End Militia- chapter 2

Golic had been with the Militia for under a week. He'd not really had an option since he was festering in the local sheriff's cells when the Militia moved into town looking for fresh blood. For Golic it was a way out.

Ferro was moping around, nursing his infected wound and complaining that he wouldn't get to go on the grand scavenger hunt. Crowe wouldn't let it drop about his flamer idea. Drake's speech was stull slurred and he kept flipping his pistol unnervingly from one hand to the other as he stared into empty space. Apone sighed, this was not going to be easy but with any luck they'd grab enough loot to interest their guilder contacts. Maybe even make enough to get Crowe his blasted flamer.

As the Militia moved out there was an eerie hush hanging over the ruins of what looked like it had once been a foundry of some kind. Vasquez quickly moved away from the group towards a vantage point to their left. Hudson, the new Juve Golic, Drake and Crowe wound round the building ahead of them whilst Apone took a side route to cover them from a nearby generator shed. The others headed off along the right flank towards an old silo, and it was here that they first encountered the others.

As Spunkmeyer stepped out from behind the tower a violent shotgun blast hit the ground near his feet. A second knocked Hicks off his feet and Frost through himself back against the concrete pillar in time to avoid the volley from a  heavy stubber somewhere above them. A volley which ended in a subtle but just audible 'click' and muttered cursing from the balcony above.

Hicks had just regained his feet when the firefight began again in earnest, throwing him back onto the ground. Spunkmeyer had made it around the pillar and was exchanging shots with a Delaque Juve on the walkway leading up to the balcony where the disgruntled heavy was still wrestling with his redundant stubber. A ganger with a shotgun ran from cover into the enclosure in front of the silo. Frost and Wierzbowski advanced, autoguns levelled, but their shots scattered off the debris in front of the enemy. Their cover provided enough space for Hicks to recover and join them, but their confidence was thwarted by the sound of a bolt pistol clattering behind them and Frost hit the dirt.

From his vantage point on the level above, Vasquez could see the heavy give up trying to free the ammo feed to the stubber and reach for his shotgun. Seizing his chance, he sighted along his Hunting Rifle and brought the heavy down with a deft flick of the trigger.

Below him, Drake had been taken down, unnoticed by the rest of the party, having run screaming into a dead end. The others were moving towards an access point to the gantry system above. Golic and Crowe running across the open ground in between whilst Hudson covered them with the plasma gun. It was Golic who noticed the lone Juve standing in the open next to the generator, but his inexperienced aim was well out and all he did was attract the attention of the fighter who turned and charged towards them. Crowe instinctively let off a burst of auto fire, right into the back of the unfortunate Golic. Fortunately Hudson was on the ball and quick with a burst of plasma, bringing the Juve to his knees a charred mess.

The remaining Militia took stock of the situation. This wasn't one rival gang, there were TWO Delaque gangs out there, and they were caught in the middle. Best not to stick around they decided and quickly quit the field.

Back at camp they took stock of their situation. Drake seemed even worse for wear, now squinting badly with one eye in addition to his deranged mutterings. Spunkmeyer's ears were ringing badly, but other than that they seemed unscathed, except... there was someone missing. Nobody remembered when they'd last seen Gorman, all they knew was that he wasn't with them now. For that matter, where had Ferro gone? He wasn't minding the fort as he should have been. They didn't have to wait long for his arrival, grinning ear to ear and holding a large packing crate.

"Well you pieces of chicken-shit sure got back early. What's up? Did they get there before you? Lucky you've got me to back you up. Here, Crowe, get a load of this."

He threw the package at Crowe who looked at it in astonishment before snatching it up and running off to the corner of the room with it. The attention of the others was diverted by the appearance of a second figure beside Ferro. A smaller, lithe figure with a large knife and a large spider on her shoulder. Vasquez was first to ask.

"Who's Snow White?"

"She's supposed to be some kind of consultant. Apparently she saw an alien once."

The lithe figure swept her long, curved knife over her shoulder and stepped into the room.

"You boys look like you might need a hand. I'm here to lend one."

Golic looked across at Crowe who was unwrapping the large fuel tanks of a personal flamer. He groaned and resumed picking the shrapnel out of his back, he was definitely not standing anywhere near Crowe once he'd got THAT up and running!

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Wednesday, 21 January 2015

The continuing saga of the Duct's End Militia: Chapter one


Private Hicks peered out through the narrow slit in the wall at the ganger a few yards away in the gloom. He seemed to be having some difficulty with the shotgun he was cradling in one arm. Hicks raised his autogun to his shoulder and prepared to fire. Just as his finger squeezed the trigger he became aware of Sergeant Apone creeping round the bulkhead in front of him towards the same ganger. Hicks hastily pulled his shot wide and winced as Apone leapt aside into cover, glancing back over his shoulder at Hicks. The shaken marksman waited for the sergeant to advance again, but when there was no movement he levelled his gun at the ganger again. By now his nerves were severely shattered and his hands shook as he fired twice at the figure in the distance, both shots scattering wildly into the darkness. Hicks sank to his knees in an effort to steady his trembling frame, he’d be for it if the sergeant found out who nearly shot him in the back…

Up above on his observation platform, Vasquez surveyed the field. He could just see the Ratskin on the tower opposite, but it was hard to get a clear shot with his hunting rifle. Instead he turned his attention to the ganger slinking over the roof near the building where Hudson’s squad were entrenched. As his vision travelled across he spotted Spunkmeyer advancing through the gap between the buildings in the middle of the dome. His fingers began to itch, it would be so easy to pop a bullet into him right now… He mastered his thoughts long enough to fire at the ganger on the rooftop, who slunk back behind the railing, who knew whether he was injured or not? As Vasquez’ gaze returned to the Juve below he saw a ganger with a shotgun emerge from around the corner below and level his weapon at Spunkmeyer’s chest…

Supremely confident in his role as one of the Imperium’s warrior, Spunkmeyer knew he was more than a match for the scum of the underhive. He gripped his Stub Gun solidly as he advanced towards the Delaque ganger ahead of him, levelling the pistol at the ganger’s head and walking slowly as he commanded the ganger to drop his shotgun. He was a little surprised when the ganger smiled, raised the shotgun and pumped a manstopper slug point blank into the Juve…

Apone was sure he’d estimated this one right. He’d separated his men into three main squads; Hudson, Drake and Crowe taking the middle route through the buildings, Gorman and Ferro skirting round the ruins on the left wing and Frost and himself taking the right flank heading towards the chemical factory. Hicks, Vasquez and Wierzbowski were covering their routes from vantage points behind them. The first sense he had that something was going wrong was when a shot whistled past his right ear, narrowly missing clipping his helmet. He risked a swift glance and was not at all surprised to see the khaki uniform of one of his men behind the barrier from which the shot had originated. He couldn’t be sure, but from the placement he guessed it was Hicks. He made a mental note to discipline him later, the man needed to learn to shoot straight. His attention was drawn back to the present by a commotion away to his left. He saw Hudson’s party come under attack from a rapid individual waving an autopistol and a sword, and a diminutive but no less crazed figure brandishing a sharp-looking umbrella. As Drake went down to a crushing blow round the head Apone took a snap second decision- if he didn’t shoot the assailant Hudson was a goner, if he shot Hudson by mistake the result would simply be the same. He let rip with his boltgun, seeing a flare from his left at the same time, Wierzbowski had made the same call. Sadly both shooters missed both combatants and watched helplessly as Hudson took a blow aross the face from the savage machete.

A shootout had developed among the ruins of the left wing. The heavy stubber positioned above was keeping Gorman and Ferro pinned under cover so all they could do was take pot shots at the gangers moving up behind the buttresses in front of them. Risking a look round the corner, Ferro got the lead ganger in his sights- just as a rain of fire from above strafed his hiding spot and took him out. Gorman watched his colleague go down and gulped. He kept his eyes fixed on the stubber, waiting for his moment. It came at last as the heavy moved along the gantry for a better view, temporarily shouldering his weapon. Gorman broke from cover, tore round the corner and blazed away at the ganger lurking there, who went down with a surprised look on his face. Gorman punched the air, and dived to one side as a lasgun beam whooshed past him. He turned to see a smug Delaque, who looked decidedly less smug as Gorman shoved an autogun in his face. He was spared by a klaxon cry which tore across the battlefield Apone’s signal to withdraw. The Militia fled the field, taking their wounded with them and leaving the residents of the settlement to the marauding of the Delaques. They would return to liberate the inhabitants they swore… after a bit more training.

In the cool of their Old Ruined lair they nursed their wounds as Apone debriefed them. He was not impressed. Fortunately Hudson had recovered, although he was refusing to remove his gas mask, aware of the horrible mess the machete had made of his features. In fact, none of the downed soldiers had suffered too badly although Drake was sitting with his arms round his knees making strange mumbling noises. It was anyone’s guess how he’d act when next put in a stressful situation. Ferro had taken quite a beating from the stubber fire and Apone considered it unlikely he’d be able to participate in the next couple of bouts.

Crowe, the survivor of the doomed central squad, approached Apone about a plan he’d been formulating. He’d been looking through the Guard Manual and was wondering why they didn’t have any Flamers since from what he could see they were standard issue for moist Guard squads and definitely useful in such close quarters fighting. Apone’s mind flashed to Hick’s miscalculation and wondered if it was wise to let one of his men have charge of a highly volatile stream of burning gas. He decided to assess Crowe’s performance in the next action before making his decision. In the meantime their settlement may have been taken, but there were isolated drinking holes to investigate for potential volunteers to join the Emperor’s ranks. Time to go press ganging….

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Wednesday, 14 January 2015

Duct's End Militia- my gang for Bristol Vanguard's Duketown Necromunda Campaign.

 
Following the visit of Inquisitor Jordan Korvax to the region of Duct’s End a recommendation was filed with the Governor Puritan of Necromunda that a “Dedicated, loyal and well-equipped battalion of the Imperial Guard” be posted to guard a series of ancient pipelines which stretch under the Sump Sea for unknown distances and to destinations unrecorded on any charts. The Inquisitor himself had ventured into the pipeline with a band of eight of his most trusted henchmen. Only three, including Korvax, emerged, upon which he ordered the entrances sealed.

Korvax left Necromunda, rather quickly, having issued his recommendation, whereupon it duly got filed in an unimportant section and sent to a menial in the 8th Necromundan who recruited a selection of ganges from Duct’s End considered the best the locality had to offer- not particularly special by Necromundan standards.  This ragtag bunch were given weapons, fatigues and basic training in the 8th before being posted back to Duct’s End to stand sentry. There they stayed , forgotten, for several years.

Eventually the militia bored of endless days stood around a disused pipe and began to hanker after some action. They had been trained by the famous ‘Spiders’, they were Imperial Guard, they shouldn’t be stuck in this dead end town sitting on their backsides while their equipment rusted. Sergeant Apone, the only officially appointed leader, decided enough was enough. They had a sanctioned status and by the Emperor they were going to use it! From their base in Duct’s End they began to spread out through the Underhive. Mostly they met with sneers and thrown rubble, but in some places the insignia of the Imperial Guard was enough to wow some of the residents and the Militia occasionally receive requests to join their ranks.
 

Sergeant Apone has maintained control of the Militia with tough discipline. He took to the handbook for Imperial Squad Leaders like  duck to water and instils the ways of the Guard to his men as best as he is able. Given his own inexperience and the nature of the Militia this is a far cry from the battlefield organisation of the Guard, but in the Underhive scuffles in which they normally participate their mish-mash of drill and pure grit serve them well. He is proud to own a shiny, new-issue Boltgun, mark of an Imperial Officer, and always carries it as his badge of office, taking every opportunity to demonstrate its capabilities.
 
Corporal Hudson was appointed by Sergeant Apone to carry the Militia’s Plasma Gun, the concession to “well equipped” made by the pen-pusher who authorised their creation. Hudson is one of the more reliable of the Militia and usually turns out to weapon drill but Apone thinks he might be the type to try a hostile takeover. Giving him the Plasma Gun is an attempt to secure his loyalty, an example to set to the other men and insurance that should the weapon explode at least a possible threat will have been removed.
 
Corporal Vasquez is a loner and prone to run quickly if threatened too closely. Sergeant Apone responded to this by giving him a Hunting Rifle and telling him to go as far away as possible (but not out of range!).






 
The Privates (Crowe, Drake, Ferro, Frost, Gorman, Hicks and Wierzbowski) are armed with Auto weaponry rather than the more usual Guard Lasguns. The canny quartermaster ‘suggested’ they take Autoguns so that they would better be able to maintain them with the resources available in the Underhive. Secretly he just didn’t want nice Imperial-issue Lasguns filtering down to the criminal underworld. They are a disorganised rabble with uniforms, although their short spell with the Necromundan 8th has given them a rudimentary sense of discipline not found in most gangs. They take great care of their weapons and uniforms which they regard as badges of honour. That said, they also bear a hatred for the regiment which they now regard as having abandoned them. It may not be too long before they start finding their own insignia and styles.


The youngest of the bunch is Private Spunkmeyer. He wasn’t among those originally trained and was initiated into the Militia by Sergeant Apone after the kid expressed an interest in Imperial Drill Routine. He was given a Stub Gun when he joined the Militia, a Stub Gun which previously belonged to Vasquez (Apone reasoned he’d be too far away to need it) and this has been a source of great hostility towards the young cadet. Vasquez takes every opportunity to shoot in Spunkmeyer’s direction, so long as he can claim he was aiming at the enemy.

Well, that’s the starting gang introduced. Hopefully there’ll be some fun developments to add in over the course of the campaign. Because I like to play for character I’m going to set some guidelines for how I’m going to play the gang. I rolled a Settlement as a territory, and hopefully this coupled with my Archeotech Horde should mean I can recruit a few new Juves every now and again. So any chance I get I am adding a basic Juve to the gang, representing some young aspirant that Apone has introduced the benefits of Imperial discipline to… or has been press-ganged regardless. I have a stock of ‘civilian with guns’ models which I’ll paint and bring into the game as various Juves come and (probably quickly!) go. I’m currently using RP Vor Union Troopers to represent most of the gang (Hudson is Steel Legion and Spunkmeyer is Scotia Grendel), but as the gang develops my plan is to swap out the uniform troops with more varied, disarrayed figures representing their descent into anti-IG anarchy.

In the games themselves, as mentioned Vasquez will shoot enemies in a way which gives him a chance of hitting Spunkmeyer whenever possible and will always set up as far away from the action as possible. Should Hudson ever top Apone’s Leadership he will challenge the Sergeant for control of the Militia.

Lastly, you might notice a theme among the gang which might give a hint of what’s in the pipes… my hope is they’ll go find out one day!

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Sunday, 4 January 2015

New Year-amunda 2015

Happy new year everyone!

I apologise that I have been somewhat absent over the last few weeks. I've been busy with Christmas, writing essays, getting engaged, visiting friends who've broken up, being ill and playing necromunda! So the good, the bad and the downright scummy. Now the festivities are dying down there's a definite to-do list... Tripods! needs the FAQs releasing, the rules redrafting, the expansions playtesting ahead of a kickstarter with triple ace games later in the year. Factious Waste undergoes further playtesting and the search for artists begins. The Woods miniatures need sorting, entailing a phone call to Griffin moulds to see what the situation is there, photos to Andrea miniatures to get quotes from them and a set of masters to send to 4D Modelshop to get their prices on casting. There's a lot to sort out on the boat, and I did take a video before Christmas which I was hoping to post up over the holidays but haven't got round to it yet. Plus, of course, there's a wedding to plan! :)

So in the meantime, here are some taster shots of our annual Necromunda bash. The gangs got more advanced this time, and I hope it won't be a year before they come out again. There's a chance I could join in another local campaign, but that would mean dropping back to starting status again, just as my gang starts to take on character (suitable numbers of head wounds making for some psycho juves! And the BS6 Heavy's not something I'm keen to lose either!) so we'll see. For now, some shots of last week:


The Duct's End Militia, a division of the Necromundan 8th, the Spiders, modelled on the Colonial Marines from Aliens... and awaiting a similar fate in the tunnels beneath Duct's End.


The New Merciful Sisterhood of the Nephilim. My own Goth/Punk Escher gang. The Nurse couldn't hit the broad side of a barn last year, this campaign she's well 'ard with a BS of 6! They've been joined by Anja, Moonchild and Curt Vile, shotgunners and a sword-maniac juve.

 
The Sisterhood have a run in with the militia


Part of the harbourside at Duct's End


The Emperor's Reeves turn up to cause trouble


Night falls over Duct's End



More of Pete's lovely paintwork

 
Yes, that IS a tiger rat skin!

 
The Redemptionists plough in with their buzzing weaponry... and flames!





The Tanks Girls arrive rather late to the party, but still managed to prove themselves vicious underdogs!





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Fimm McCool's

Fimm McCool's